Dude, you don't miss on these builds! I also noticed drow poison was really OP - generally once I've crafted all of the rares available its the main thing I craft lol. IDK why I never thought to throw them!!! This build looks really fun - Nice work. The merchant trick while cheesy makes it a guaranteed viable build, nice that its not totally necessary. For my current playthrough since I'm a wizard I also respeced gale to be alchemy bitch, LOL!
Thanks so much for watching! And yeah throwing them is a neat trick right?? You can sometimes hit 2 people with it but also it's just nice to have flexibility in how you apply them. So if you already have one poison on your weapons, you can still throw the Drow Poison without having the overwrite whatever is on your weapons.
Something to consider instead of Fighter levels is Way of the Open Hand Monk. At level six you get an ability that will let you get a THIRD bonus action for a few rounds. You also still get extra attack, unarmored defense/movement, the use of dex for any weapons, and necrotic damage on your flurry of blows. If you take those two levels of alchemist you’ll have high wisdom and access to expertise anyway. And you can still take 1 level of fighter for fighting style and con prof.
The trick with hellrider's activating on throwing potion is amazing and it saved my ass on the grym fight. I wish there was a feat that increased the potentcy of weapon coatings and thrown items.
Very cool video! I'm currently doing a solo tactician barbarian run using the tiger heart + wolverine aspect combo + mobile feat (+GWM) and so far i've managed to clear Act 2 without too much trouble, potions definitely help a lot for big boss fights where I can't easily run or maim people. I've found nice item synergies as well. I'm hoping to make more creative builds in the future for solo runs ^^
Nice, Act 2 can be tricky for maim because of all the undead with bleed immunity. Once you get to Act 3 you're back to fighting humanoids most of the time and you can maim with impunity-- very fun.
Super interesting!! I came up with the goofiest throwing build using a weapon bound salami on a fighter chimp barb to blind enemies and not waste all my camp supplies …the salami doesn’t break when thrown like other camp supplies and applies the blinded condition at range until the START of the enemy turn(bummer) If you have the time and gold you could pact the weapon and respec since it maintains on your person until long rest allowing you to further go into thief etc… You’d get your extra attack and the two bonus actions And if you don’t you could technically get all the above by going chimp barb 6+thief rogue 3 + eld knight fighter
The derivation cloak may be a good addition to this build. There aren't a ton of good cloaks in the game, so having one that frees up a bonus action is super strong. Love the video, by the way, even the puns. 😅 I'm running a blender build (gloomstalker 5/thief 7) and potions are a surprisingly big part of how he plays and your tips are really gonna help, so thank you!
Definitely agree with the Derivation Cloak! Great synergy with the Broodmother's Amulet and the Poisoner's Gloves. The only reason I'm not using it is this is on my Dark Urge run so I have the Deathstalker's Mantle. My main character isn't wearing so it's on Astarion right now. But if I didn't have that, it'd be the Derivation Cloak for sure.
a game breaking spell interaction in a different vid instead of pickpocketing items is give a merchant all ur money to give them max likeability, use feign death, then steal everything back with fog/darkness
I know I'm late but please pin this. You can refresh vendors by partial rest as well, which means you don't even need to rest with food to restock their items.
A neat trick that compliments this build are the berries you find around the Blighted Village in Act 1. You get quite a few. They don't cost an action or a bonus action to consume, literally free. Does maybe 1-2 heal, however it triggers Broodmother's Revenge as well as the bless from the Whispering Promise leaving you you're actions to do anything else.
counter adjustment to the build- Monk 5 for extra attack instead of fighter. extra movement- even just doing BA step of the wind just a shit ton of free jumps is a ton of positioning and allows you to use tavern brawler to yeet fairly hard hitting potions and Open Hand 6 gives Wholeness of Body for an extra, extra BA, on top of tavern brawler things
It feels surprisingly similar to playing an alchemist in Pathfinder! Especially if you go for Extra Attack as quickly as possible (or go Berseker Barb) so you can throw multiple potions earlier in your run. The way I have it demo'ed in this video you won't get Extra Attack until level 8 so I could see a case for going into your Extra Attack class first. Some of the grenades are really cool, like the Fungal Bamboozler. But I haven't been able to play with them as much because they are more rare than poisons, so I've been focused more on poisons.
I thought about berserker for the throws and although I didn't go that way, it's definitely a good option. Funnily enough I think that build probably has the highest possible per-turn healing of any build in the game because you can machine-gun throw so many healing potions 😂
Im gonna use this on my honor playthrough! I am curious what merit you see in other extra attack options instead of fighter though. I was thinking swords bard could be good since flourishes are similar to manuevers and you are more flexible with your action and bonus action while still getting extra attack. Feels like it would be more supporty especially with healing word. And im also thinking gloom stalker might be a powerful choice with all the bonusrs they get on top of the ranger kit.
... and at lvl 6 transmuter wizard can cast a stone that gives one elemental resistance amd other effects to one character that have this stone in his inventory even when the wizard is not in the party.
My experience with poisons and debuffs in general is that well executed fights are too short for them to matter much, so I mostly don't bother and just kill things instead. Healing outside of combat may as well just be long rests 90% of the time because it moves the story forward and is free and 100% efficient, and healing inside combat just takes level 1 spell slots to bring people up from being Downed, so after the first few levels, there's a ready surplus of healing even without using a single potion. I'm all for imposing restrictions on my play to make the game more interesting, but I'm not sure what sort of restrictions would really make an alchemy build fun. You'd need to deliberately extend fights while standing in melee for the duration and bunching up your ranged, which just seems like a really frustrating condition to try to satisfy over and over.
I'm playing this character in an all-melee party as of Act 2 (technically Astarion is a switch hitter but I lean melee with him) so my party is typically grouped by default. An alchemist feels more natural in a melee-focused party for this reason. Personally I try to make each run as unique as possible so I enjoy that this forces me to change the way I think about positioning. As for the point about debuffs not mattering, I see that attitude a lot but I don't really get the logic. Couldn't I just as easily say "doing damage quickly doesn't matter because you can just CC them instead"? The truth is, there are many ways to beat this game as an optimizer. Both a high-DPR strategy and a CC strategy can reliably win combats. So in what sense can you say one or the other doesn't matter? They're just two different ways of accomplishing the same thing.
@@Build-a-Barbarian-Workshop I didn't mean to suggest that you can't reliably win with CC. My issue is that it takes longer. The encounter doesn't end after CC happens; you're stuck grinding through their health pool anyway, so why not do it quickly? I might do it if I were roleplaying some kind of evil torturer who relished the suffering of all my enemies, but that seems like it'd take forever and I'd get bored. Maybe some kind of challenge run where you're never not in combat, so you have to drag enemies between fights? That'd take even longer, but at least there would be a mechanical incentive to keeping enemies alive for ages.
@@michaelleue7594 Because CC if fun and dealing damage is boring! I'm being a little facetious, of course, but I think this is a matter of personal preference/playstyle. It's true that there are many ways to optimize for damage so that you never have to use a single debuff: dual handcrossbows with sharpshooter, twincast haste, tavern brawler with monk or berserker, etc. To me, though, that feels *more* grindy than playing control builds where at the very least I have to think about which ability I'm going to use each fight. CC turns each fight into a puzzle about positioning, weak saving throws, etc. With a pure damage build, you end up using the same tactics in every encounter, which in my opinion makes the game as a whole feel like a grind. I recognize I'm in the minority here. On my first run I actually respec'ed *out* of tavern brawler because it made combat too repetitive. So I'm not saying you're wrong to feel this way about CC tactics. I'm just saying that the reality is, the game is easy enough that there are many ways to win -- so it will come down to how you want to do it. My goal for the channel is to show people some ways to win they might not have thought about. But some of my tactics may come off as weird and needlessly convoluted if you're not into that sort of thing ;). EDIT: I want to just emphasize I don't think you're wrong for feeling CC is unnecessary. As much as I love BG3, I do think a CC strategy would feel more satisfying if the game were harder and enemies didn't die so quickly, even on tactician. So I'm not saying you're wrong, just explaining where I'm coming from. Anyways, thanks for watching and taking the time to comment :).
@@Build-a-Barbarian-Workshop Sure, and I want to be clear I'm not criticizing you for wanting to play a control build, or even asking you to justify it. I'm just wondering what you do to make it not feel like a waste of effort. I *want* to play an alchemist build, but every time I think about using dipping a weapon I think "if I do this, the enemy I hit is probably going to be dead in one turn anyway and I won't see any benefit. I guess I won't bother." If I think about throwing a potion, I go, "I could use an action to throw this potion, or I could use Healing Word as a bonus action and get another attack in." So then I'm not actually playing an alchemist build, I'm just playing a character who carries around a lot of alchemical supplies. I'm not arguing that the game doesn't allow you to play a character who uses alchemy and still win, but the ways I've thought of explaining it to myself either sound superfluous or are too annoying to actually play. I'm just wondering how you roleplay or how you set limits on your choices that allows you to convince yourself on a turn-by-turn basis that alchemy is crucial to your strategy, and not completely extraneous to it. A run where you aren't allowed to use bonus actions for anything except alchemy, maybe? And healing spells are disallowed? And you have to throw away 80 extra camp supplies every time you long rest?
do merchant inventories not refresh when you do a partial rest? can't find info on it online but i'd expect sleeping without food to still work. time passes after all. would be weird. edit: nvm it does work. pro tip to beginners by the way, before moving on to a different act or the next big story thing, spam partial rest until you stop getting camp events. that way you don't lock yourself out of any event. apparently you can for example mess up your romance to karlach by not resting, just something a friend told me
I answered this in another comment but yes it actually does! I didn't realize that when I made this video but I tested it, and yes, that works. So that's probably the easiest/cheapest way to trigger a refresh. I always have more food than I need so I had just literally never pushed the "partial rest" button until someone asked me about this XD.
Just tested with potions of healing from Roah Moonglow in Moonrise Towers -- and they did refresh! So that's an even more straightforward way to exploit it. It just didn't even occur to me to test that because, believe it or not, I had never actually pushed the "partial rest" button in this game until just now... lol. I've always had so many more camp supplies than I needed and I try to limit long rests for the challenge so I just never bothered.
@@Build-a-Barbarian-Workshop the only issue is that you have loading screens when going to camp and when leaving camp while going to camp and respecing a character gives you the amount of levels the character has in stock refreshes with only two loading screens.
I'm currently in the late game and when you throw speed potion to the companions...my mind broke. That's not how you should interact with potion! You should drink them! WTH Larian!
Pickpocketing is the way! There are at least two Act 3 alchemy merchants I know of: Stylin' Horst "Potion Shop," above Danthelon's Dancing Axe in Wyrm's Crossing. And Bonecloak Apothecary in Lower City. For that one, I think you had to give Derryth the noblestalk in Act 1 for them to stay in business, but I'm not sure. Both of those merchants sell ingredients that refresh on rest/level up.
@@alfarabi73 Yeah you can visit Moonrise Towers any time in Act 2 without locking yourself out of anything. Eventually there are quests relating to Moonrise Towers that will advance the plot but the game will warn you before that point so you can safely go there whenever you want. There are a couple other vendors and quests you can pick up there that make it worth doing earlier.
You can optimize your potion making wizard with 1 lv of Rogue so they can get expertise in medicine as well. And keep them only to lv6 Wizard so you can get their Stone buff.
You must immediately rename this to The Potion Seller Build
i am going into battle and i need only your strongest potions.
Thanks for sharing the proper wiki, not the fextralife scam
I would never knowingly make someone suffer through that horrible website ;)
Dude, you don't miss on these builds! I also noticed drow poison was really OP - generally once I've crafted all of the rares available its the main thing I craft lol. IDK why I never thought to throw them!!! This build looks really fun - Nice work. The merchant trick while cheesy makes it a guaranteed viable build, nice that its not totally necessary. For my current playthrough since I'm a wizard I also respeced gale to be alchemy bitch, LOL!
Thanks so much for watching! And yeah throwing them is a neat trick right?? You can sometimes hit 2 people with it but also it's just nice to have flexibility in how you apply them. So if you already have one poison on your weapons, you can still throw the Drow Poison without having the overwrite whatever is on your weapons.
Something to consider instead of Fighter levels is Way of the Open Hand Monk. At level six you get an ability that will let you get a THIRD bonus action for a few rounds. You also still get extra attack, unarmored defense/movement, the use of dex for any weapons, and necrotic damage on your flurry of blows. If you take those two levels of alchemist you’ll have high wisdom and access to expertise anyway. And you can still take 1 level of fighter for fighting style and con prof.
The trick with hellrider's activating on throwing potion is amazing and it saved my ass on the grym fight. I wish there was a feat that increased the potentcy of weapon coatings and thrown items.
Very cool video! I'm currently doing a solo tactician barbarian run using the tiger heart + wolverine aspect combo + mobile feat (+GWM) and so far i've managed to clear Act 2 without too much trouble, potions definitely help a lot for big boss fights where I can't easily run or maim people. I've found nice item synergies as well. I'm hoping to make more creative builds in the future for solo runs ^^
Nice, Act 2 can be tricky for maim because of all the undead with bleed immunity. Once you get to Act 3 you're back to fighting humanoids most of the time and you can maim with impunity-- very fun.
Probably the most interesting build I've watched so far. UA-cam algorithm recommend me something good for once.
Wow, generous praise -- thank you so much!
This has to be one of the best and most thematic builds I've seen yet. Great job!
this was a really good video ! cant wait to see what other builds you concoct
Concoct -- good one ;).
theres a spear that on hit can cause people to have disadvantage on con saves in the goblin camp, can be very helpful when paired with drow poison
This channel seems great so far cant wait to see what you do next.
never thought of this as an option! now i have to try this. Great video thank you thank you thank you
Another banger
Super interesting!!
I came up with the goofiest throwing build using a weapon bound salami on a fighter chimp barb to blind enemies and not waste all my camp supplies …the salami doesn’t break when thrown like other camp supplies and applies the blinded condition at range until the START of the enemy turn(bummer)
If you have the time and gold you could pact the weapon and respec since it maintains on your person until long rest allowing you to further go into thief etc…
You’d get your extra attack and the two bonus actions
And if you don’t you could technically get all the above by going chimp barb 6+thief rogue 3 + eld knight fighter
The derivation cloak may be a good addition to this build. There aren't a ton of good cloaks in the game, so having one that frees up a bonus action is super strong.
Love the video, by the way, even the puns. 😅 I'm running a blender build (gloomstalker 5/thief 7) and potions are a surprisingly big part of how he plays and your tips are really gonna help, so thank you!
Definitely agree with the Derivation Cloak! Great synergy with the Broodmother's Amulet and the Poisoner's Gloves.
The only reason I'm not using it is this is on my Dark Urge run so I have the Deathstalker's Mantle. My main character isn't wearing so it's on Astarion right now. But if I didn't have that, it'd be the Derivation Cloak for sure.
a game breaking spell interaction in a different vid instead of pickpocketing items is give a merchant all ur money to give them max likeability, use feign death, then steal everything back with fog/darkness
I know I'm late but please pin this.
You can refresh vendors by partial rest as well, which means you don't even need to rest with food to restock their items.
A neat trick that compliments this build are the berries you find around the Blighted Village in Act 1. You get quite a few. They don't cost an action or a bonus action to consume, literally free. Does maybe 1-2 heal, however it triggers Broodmother's Revenge as well as the bless from the Whispering Promise leaving you you're actions to do anything else.
"Potion Seller, I'm going into battle and I need your strongest potions."
counter adjustment to the build- Monk 5 for extra attack instead of fighter. extra movement- even just doing BA step of the wind just a shit ton of free jumps is a ton of positioning and allows you to use tavern brawler to yeet fairly hard hitting potions and Open Hand 6 gives Wholeness of Body for an extra, extra BA, on top of tavern brawler things
i'm not going to play as an alchemist but i'm sure going to use some of the features you showcased in this video. subscribed!
omg this was made for me ty. ik it was a pipedream but i was really hoping for an alchemist class in bg3
It feels surprisingly similar to playing an alchemist in Pathfinder! Especially if you go for Extra Attack as quickly as possible (or go Berseker Barb) so you can throw multiple potions earlier in your run. The way I have it demo'ed in this video you won't get Extra Attack until level 8 so I could see a case for going into your Extra Attack class first.
Some of the grenades are really cool, like the Fungal Bamboozler. But I haven't been able to play with them as much because they are more rare than poisons, so I've been focused more on poisons.
@@Build-a-Barbarian-Workshop oh wow i loved alchemist in pathfinder now i really gotta try it. thank you for the build fr you a real one
i love your channel so muchhh
You can rest without food as well
I honestly think there'sa lot of value to be had from throwing with levels in berzerker barbarian :3
I'd recommend 4 levels in rogue for tavern brawler, rest in berserker barbarian for extra attacks and two throws a round for more alchemical mayhem.
I thought about berserker for the throws and although I didn't go that way, it's definitely a good option.
Funnily enough I think that build probably has the highest possible per-turn healing of any build in the game because you can machine-gun throw so many healing potions 😂
Shadowheart shall be promoted from Bless Bot, to a higher form: GUIDANCE BOT
Thank you, very cool.
Im gonna use this on my honor playthrough! I am curious what merit you see in other extra attack options instead of fighter though. I was thinking swords bard could be good since flourishes are similar to manuevers and you are more flexible with your action and bonus action while still getting extra attack. Feels like it would be more supporty especially with healing word.
And im also thinking gloom stalker might be a powerful choice with all the bonusrs they get on top of the ranger kit.
Am I wrong for thinking berserker would be the best for the extra throw?
How have i not noticed a Mind Flayer in the Myconid Colony in 4 different characters...
best channel
... and at lvl 6 transmuter wizard can cast a stone that gives one elemental resistance amd other effects to one character that have this stone in his inventory even when the wizard is not in the party.
Yes! Another big strength of using a transmuter as a stays-in-camp support character.
My experience with poisons and debuffs in general is that well executed fights are too short for them to matter much, so I mostly don't bother and just kill things instead. Healing outside of combat may as well just be long rests 90% of the time because it moves the story forward and is free and 100% efficient, and healing inside combat just takes level 1 spell slots to bring people up from being Downed, so after the first few levels, there's a ready surplus of healing even without using a single potion. I'm all for imposing restrictions on my play to make the game more interesting, but I'm not sure what sort of restrictions would really make an alchemy build fun. You'd need to deliberately extend fights while standing in melee for the duration and bunching up your ranged, which just seems like a really frustrating condition to try to satisfy over and over.
I'm playing this character in an all-melee party as of Act 2 (technically Astarion is a switch hitter but I lean melee with him) so my party is typically grouped by default. An alchemist feels more natural in a melee-focused party for this reason. Personally I try to make each run as unique as possible so I enjoy that this forces me to change the way I think about positioning.
As for the point about debuffs not mattering, I see that attitude a lot but I don't really get the logic. Couldn't I just as easily say "doing damage quickly doesn't matter because you can just CC them instead"? The truth is, there are many ways to beat this game as an optimizer. Both a high-DPR strategy and a CC strategy can reliably win combats. So in what sense can you say one or the other doesn't matter? They're just two different ways of accomplishing the same thing.
@@Build-a-Barbarian-Workshop I didn't mean to suggest that you can't reliably win with CC. My issue is that it takes longer. The encounter doesn't end after CC happens; you're stuck grinding through their health pool anyway, so why not do it quickly? I might do it if I were roleplaying some kind of evil torturer who relished the suffering of all my enemies, but that seems like it'd take forever and I'd get bored. Maybe some kind of challenge run where you're never not in combat, so you have to drag enemies between fights? That'd take even longer, but at least there would be a mechanical incentive to keeping enemies alive for ages.
@@michaelleue7594 Because CC if fun and dealing damage is boring! I'm being a little facetious, of course, but I think this is a matter of personal preference/playstyle. It's true that there are many ways to optimize for damage so that you never have to use a single debuff: dual handcrossbows with sharpshooter, twincast haste, tavern brawler with monk or berserker, etc.
To me, though, that feels *more* grindy than playing control builds where at the very least I have to think about which ability I'm going to use each fight. CC turns each fight into a puzzle about positioning, weak saving throws, etc. With a pure damage build, you end up using the same tactics in every encounter, which in my opinion makes the game as a whole feel like a grind.
I recognize I'm in the minority here. On my first run I actually respec'ed *out* of tavern brawler because it made combat too repetitive. So I'm not saying you're wrong to feel this way about CC tactics. I'm just saying that the reality is, the game is easy enough that there are many ways to win -- so it will come down to how you want to do it. My goal for the channel is to show people some ways to win they might not have thought about. But some of my tactics may come off as weird and needlessly convoluted if you're not into that sort of thing ;).
EDIT: I want to just emphasize I don't think you're wrong for feeling CC is unnecessary. As much as I love BG3, I do think a CC strategy would feel more satisfying if the game were harder and enemies didn't die so quickly, even on tactician. So I'm not saying you're wrong, just explaining where I'm coming from. Anyways, thanks for watching and taking the time to comment :).
@@Build-a-Barbarian-Workshop Sure, and I want to be clear I'm not criticizing you for wanting to play a control build, or even asking you to justify it. I'm just wondering what you do to make it not feel like a waste of effort.
I *want* to play an alchemist build, but every time I think about using dipping a weapon I think "if I do this, the enemy I hit is probably going to be dead in one turn anyway and I won't see any benefit. I guess I won't bother." If I think about throwing a potion, I go, "I could use an action to throw this potion, or I could use Healing Word as a bonus action and get another attack in." So then I'm not actually playing an alchemist build, I'm just playing a character who carries around a lot of alchemical supplies.
I'm not arguing that the game doesn't allow you to play a character who uses alchemy and still win, but the ways I've thought of explaining it to myself either sound superfluous or are too annoying to actually play. I'm just wondering how you roleplay or how you set limits on your choices that allows you to convince yourself on a turn-by-turn basis that alchemy is crucial to your strategy, and not completely extraneous to it.
A run where you aren't allowed to use bonus actions for anything except alchemy, maybe? And healing spells are disallowed? And you have to throw away 80 extra camp supplies every time you long rest?
do merchant inventories not refresh when you do a partial rest? can't find info on it online but i'd expect sleeping without food to still work. time passes after all. would be weird. edit: nvm it does work. pro tip to beginners by the way, before moving on to a different act or the next big story thing, spam partial rest until you stop getting camp events. that way you don't lock yourself out of any event. apparently you can for example mess up your romance to karlach by not resting, just something a friend told me
I answered this in another comment but yes it actually does! I didn't realize that when I made this video but I tested it, and yes, that works. So that's probably the easiest/cheapest way to trigger a refresh.
I always have more food than I need so I had just literally never pushed the "partial rest" button until someone asked me about this XD.
@@Build-a-Barbarian-Workshop yeah my bad i just saw the comment lol. i really loved the video btw
do partial rests not reset merchant inventories?
Just tested with potions of healing from Roah Moonglow in Moonrise Towers -- and they did refresh! So that's an even more straightforward way to exploit it. It just didn't even occur to me to test that because, believe it or not, I had never actually pushed the "partial rest" button in this game until just now... lol. I've always had so many more camp supplies than I needed and I try to limit long rests for the challenge so I just never bothered.
@@Build-a-Barbarian-Workshop the only issue is that you have loading screens when going to camp and when leaving camp while going to camp and respecing a character gives you the amount of levels the character has in stock refreshes with only two loading screens.
I'm currently in the late game and when you throw speed potion to the companions...my mind broke.
That's not how you should interact with potion! You should drink them! WTH Larian!
My issues is running out of ingredients in act 3
Pickpocketing is the way! There are at least two Act 3 alchemy merchants I know of: Stylin' Horst "Potion Shop," above Danthelon's Dancing Axe in Wyrm's Crossing. And Bonecloak Apothecary in Lower City. For that one, I think you had to give Derryth the noblestalk in Act 1 for them to stay in business, but I'm not sure. Both of those merchants sell ingredients that refresh on rest/level up.
Are there any potion/ingredient sellers in Act 2?
Just one: Araj Oblodra in Moonrise Towers. She's the only real "alchemy" vendor in Act 2 to my knowledge.
@@Build-a-Barbarian-Workshop I see. But I've been told that I shouldn't go there until I finish all the side quests in Act 2? Or was I misled?
@@alfarabi73 Yeah you can visit Moonrise Towers any time in Act 2 without locking yourself out of anything. Eventually there are quests relating to Moonrise Towers that will advance the plot but the game will warn you before that point so you can safely go there whenever you want. There are a couple other vendors and quests you can pick up there that make it worth doing earlier.
@@Build-a-Barbarian-Workshop Awesome; thanks! By the way, I wish you'd post more videos!
@@alfarabi73 Glad to hear you like them! More are in the works, it's just a time-consuming process ;)
Constraint? I do not think that word means what you think it means.
You can optimize your potion making wizard with 1 lv of Rogue so they can get expertise in medicine as well. And keep them only to lv6 Wizard so you can get their Stone buff.
pretty sure that was in the video
For whatever software you're using to record your voice, edit out your breaths and lip-smacking in the future.
Downvote for asking your own question.